Thank you for the feedback.
@Wavelength: Hope it behaves as it looks. I am really glad you like it.
@Roninator2 , I had exactly that feature in mind to add in future updates. Just still thinking how exactly to do it.
In some games (like Kingdom Hearts), the minimap won't display until you get a...
Script name: GGZiron's Minimap
Get the script: From GitHub.
The previous version(just in case): From GitHub
Purpose: Adds Minimap on the Scene Map, to be used for navigation.
Engine: RPG Maker VX Ace
Compatibility: Check it yourself, for your...
Try with this snippet:
You have to put it bellow Napoleon Minimap Scripts, recomended with no other scripts in between.
Also I disable one method from the original script that first center the player on minimap, then put it on
the original position. If that cause problems, just set the value of...
You are welcome (although I am sure it was matter on time someone else to come with that ). I just wanted to give you
the MV alternative of the Ace script call.
So from this event alone, can't understand how exacly you move that picture. As I see, the third value in show method is the...
Then why it would work to me? And yes, used x exactly as function.
I do not use it within conditional branch, but in alert function, as all I want to see is the x coordinate displayed.
Sure you didn't anything wrong in your usage of the call?
◆Show Picture：#1, te, Upper Left (45,0)...
Hey, just to apologise. I for some reason believed you used Yanfly equip engine, although you certainly said Tsukihime. Sometimes my short term memory play me such tricks. Is not my practice when someone ask help for one script, I to go for another. Anyway, I see Roninator2 helped you :).
It works on mine, unless there is some confusion what you want.
The enemy dissapear after action end, if it used suicide skill on me. It works on project with Yanfly Battle Engine as well.
Are you sure everything is set?
The enemy have to use the suicide skill. The skill have to have that...
Another edit of my snippet:
See if it works now. Basically, just added self.perform_collapse_effect if the battler is instance of Game Enemy.
Also, removed method that is no needed, as I removed all edits on it(unneeded), but forgot to remove the method itself.
Edit: Edited a little the note...
Yeah, as @Roninator2 said, there are issues using that in formula. In my end, it worked, but the Death state was applied right after the first attack.
My idea was to be done with very simple means. But seems it won't happen.
I made one snippet myself, idk if it will work as you want:
I think the solution of this is very simple.
In the damage formula, after everything else you want there to be calculated, add this:
<the rest of damage formula here> + a.hp = 0
Example: 200 + a.hp = 0
That should kill the user, as his hp go down to zero.
One very easy way that to happen is via this script call:
You replace the actor_id with the coresponding actor id number, and the equip_type_id with the coresponding equip type id number set in yanfly's script. Not too heavely...
If you really are not up into using Yanfly, you could use this:
class Window_PartyCommand < Window_Command
def setup; call_handler(:fight); end
What it does is basically force the fight handler, thus although commands are technically still there, they wouldn't display, and player...
Tetris Mini Game
Get the script: From GitHub
Purpose: Add Tetris as Mini Game in your RPG Maker VX ACE game, or simply have fun playing a Tetris on sample project.
How easy is to install:
How to use: